[MOD] RXA Firefight

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DARKJB007
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Re: [MOD] RXA Firefight

Post by DARKJB007 » Wed Jan 20, 2010 5:14 am

awesome cant wait to download
JB

Kiyoshi
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Re: [MOD] RXA Firefight

Post by Kiyoshi » Wed Jan 20, 2010 6:03 am

Seafire wrote:Kiyoshi is a fag for putting honor way too high on the importance scale.
In my brother's defense...What's wrong with wanting to give credit where credit is due? His friend and team work hard on this project, how about if someone stole your....idk have you done anything on here? Anyway, if someone stole something you did, wouldn't you wanna reveal the truth that it was you? If honor makes someone a "fag" (which is horribly offensive to gay people btw, bet you wouldn't like being made fun of for whatever you are) Then I guess everyone who has some self respect and moral is a "fag"?

If so, then what's that make you?

This issue was settled, there is no point to you posting and acting like your special. Please don't start fights. I'm going to school now, bye.
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Moxus
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Re: [MOD] RXA Firefight

Post by Moxus » Wed Jan 20, 2010 11:43 am

Seafire wrote:Kiyoshi is a fag for putting honor way too high on the importance scale.
Disagree.
Seafire wrote:And FYI, CE import mods are fucking retarded and simple to make.
Agree, but this isn't an import mod; there's nothing left of the original BG to even make it a mod.

-=Moxus=-
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Re: [MOD] RXA Firefight

Post by Smythe » Wed Jan 20, 2010 1:28 pm

olly12345 wrote:Hey what map did you use as a base? i need a good AI map for testing purposes.
I hate it when my posts get buried on the first page that nobody reads more than once..
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Re: [MOD] RXA Firefight

Post by Amy » Wed Jan 20, 2010 1:41 pm

He modded a lot of the weapons, and he also took time to make every enemy and place them.
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Re: [MOD] RXA Firefight

Post by Noodle » Wed Jan 20, 2010 3:34 pm

Little Brother wrote:
Seafire wrote:Kiyoshi is a fag for putting honor way too high on the importance scale.
bla bla bla bla overdone rant with some points that just made me look stupid typing it
No.

Dittoz7
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Re: [MOD] RXA Firefight

Post by Dittoz7 » Wed Jan 20, 2010 4:45 pm

Release date?
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Fortune wrote:We need you in this fight noble one!
NOBLE 1 DO YOU COPY?!?!??!
NOBLE 1???!?!?
FFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU- we lost the spartans
I guess the Covenant win.

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Re: [MOD] RXA Firefight

Post by Nikolai Belinski » Wed Jan 20, 2010 4:53 pm

it was already released. but then shut down
Amy wrote:He modded a lot of the weapons, and he also took time to make every enemy and place them.
thank you Amy, for defending my friend.

DARKJB007
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Re: [MOD] RXA Firefight

Post by DARKJB007 » Wed Jan 20, 2010 5:46 pm

AWWW man can i have mod plz it looks really awesome plz :mrgreen: :mrgreen: :mrgreen: :mrgreen:
JB

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Moxus
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Re: [MOD] RXA Firefight

Post by Moxus » Wed Jan 20, 2010 6:05 pm

Amy wrote:He modded a lot of the weapons, and he also took time to make every enemy and place them.
Even still, the work is so inundated with CE that whatever modding was done is impossible to distinguish.

-=Moxus=-
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Kayar wrote:The Collective: Spamming its way to a better tomorrow.
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Re: [MOD] RXA Firefight

Post by Amy » Wed Jan 20, 2010 6:30 pm

meh, at least he didn't just import it all and be like ZOMG COAGULATION AND HCE RIPPER CRAP

(like me)
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Re: [MOD] RXA Firefight

Post by Noodle » Wed Jan 20, 2010 7:07 pm

Well, I make shitloads of CE mods when I'm bored, but don't release it or brag about it.

RXA
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Re: [MOD] RXA Firefight

Post by RXA » Wed Jan 20, 2010 7:46 pm

olly12345 wrote:Hey what map did you use as a base? i need a good AI map for testing purposes.

The base map I used was H2 Coagulation, but on halomaps, I found a map called H2 Coagulation AI Public beta 1 by halo3n00b, which had ACTV spots in the SCNR. So I used SCNR SWAP to swap the SCNRs and now my original H2 Coagulation has ACTV spots in the SCNR.
Amy wrote:He modded a lot of the weapons, and he also took time to make every enemy and place them.
Thanks Amy! That's true. I had to restart the mod several, several times because of errors occurring in the maps. This might not seem like a lot, but reimporting, resetting all the jpt! tags, weapon clips and spread, and everything that I altered from the original map sure did take a while. Planning the AI waves, which probably was the easiest part took me about an hour of concentrated planning alone. This project alone took me about three years of dedicated modding. I know it might seem an extremely long time for just creating a "CE" mod, but I'd rather consider it a learning experience. In addition, I know that originality plays a huge role in what this forum believes a good mod is, but I also believe that gameplay is truly a huge aspect of what defines a good mod. I'm not saying that gameplay is a bigger aspect than originality, but it does count for a lot. I created this mod not to show off and brag about it, but to let you guys experience how fun this map really is.

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Re: [MOD] RXA Firefight

Post by Nikolai Belinski » Wed Jan 20, 2010 10:31 pm

and y'know what? IT IS FUN!!

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Re: [MOD] RXA Firefight

Post by RXA » Wed Jan 20, 2010 11:23 pm

lol, thanks! :D

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